RimWorld

RimWorld

Tam Aug 30, 2022 @ 11:20am
Fungus hard counter to fallout ?
Just realised you can slap fungi boy into enclosed area outside and do not give a crap about fallout regardless of your game stage.

Is it as op as i think ?
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Showing 16-26 of 26 comments
Jigain Sep 1, 2022 @ 12:05pm 
Originally posted by PlayerZeroFour:
There isn't typically any wood on icesheets
Fibercorn grows with a mere 30% light, like most flowers, which is well covered by a campfire or torch. It's inefficient compared to harvesting trees, but it does mean so long as you have the resources to create a light source and heat source to start with (such as by starting with them from the scenario settings), you can generate the resources to keep it going indefinitely.
PlayerZeroFour Sep 1, 2022 @ 12:15pm 
Originally posted by Jigain:
Originally posted by PlayerZeroFour:
There isn't typically any wood on icesheets
Fibercorn grows with a mere 30% light, like most flowers, which is well covered by a campfire or torch. It's inefficient compared to harvesting trees, but it does mean so long as you have the resources to create a light source and heat source to start with (such as by starting with them from the scenario settings), you can generate the resources to keep it going indefinitely.
Have you ever actually done that?
I have, and it takes FOREVER for that stuff to grow. This makes it unavailable at early game. Also, the wood was for a campfire with which to grow nutrifungus. How do you heat the fibercorn?
Last edited by PlayerZeroFour; Sep 1, 2022 @ 12:17pm
Jigain Sep 1, 2022 @ 12:18pm 
Originally posted by PlayerZeroFour:
Originally posted by Jigain:
Fibercorn grows with a mere 30% light, like most flowers, which is well covered by a campfire or torch. It's inefficient compared to harvesting trees, but it does mean so long as you have the resources to create a light source and heat source to start with (such as by starting with them from the scenario settings), you can generate the resources to keep it going indefinitely.
Have you ever actually done that?
I have, and it takes FOREVER for that stuff to grow. Of course, since every surface will be covered in it, you'll get a lot, but it'll be labor intensive and won't be available early game due to it not having grown yet.
Yes. It takes roughly eleven days, give or take.

I did say it was inefficient already, in case you missed that. But the question wasn't whether or not it was efficient, it was whether or not it was possible to get wood (no, not in that way, grow up) on an ice sheet map.
PlayerZeroFour Sep 1, 2022 @ 1:28pm 
Originally posted by Jigain:
Yes. It takes roughly eleven days, give or take.

I did say it was inefficient already, in case you missed that. But the question wasn't whether or not it was efficient, it was whether or not it was possible to get wood (no, not in that way, grow up) on an ice sheet map.
Yeah, but the point of the wood was to avoid freezing to death on game start. You'll freeze way before those 11 days end.
CloudSeeker Sep 1, 2022 @ 4:18pm 
Originally posted by Jigain:
Originally posted by Tamm:
-3

Well now fallout is not dangerous for 10 day colonies.
Fallout was never dangerous for 10 day colonies, since it's coded to never happen before day 60 at the earliest. :)
I believe randy has something to say to that. He do not care about such things.
Astasia Sep 1, 2022 @ 5:43pm 
Originally posted by PlayerZeroFour:
There isn't typically any wood on icesheets, and I've found geothermal vents to be somewhat lackluster in their heating capabilities. Also, usually (in my experience) building a shack around a vent usually takes to long and results in pawn death.

I've done an ice sheet tribal start since ideology released. The starting amount of wood in addition to one geothermal vent was enough to keep my nutrifungus warm until I researched electricity. Campfires only consumes 10 wood per day, you start with 500.

You also have fibrecorn as Jigain mentioned, so if you aren't planning to rush electricity you can just grow a lot of fibrecorn, your first harvest will be ready long before you run out of starting wood and you get enough return to become self sufficient.

Other options include trade caravans often having several hundred wood for sale, and resource camps that spawn on the map nearby often have like a thousand wood if you deconstruct everything, more than you can carry without pack animals.

I don't know what you mean by colonists dying before building a shack. Tribalwear is a pretty good insulator. If you are talking about like a -100C map or something ridiculous, that's an entirely different thing, and I'm not that much of a mechanoid lover (since those are the only raids you get on maps like that after the first year).

Originally posted by CloudSeeker:
Originally posted by Jigain:
Fallout was never dangerous for 10 day colonies, since it's coded to never happen before day 60 at the earliest. :)
I believe randy has something to say to that. He do not care about such things.

Randy has no special event rules like that. He can not spawn a Toxic Fallout event in the first year either.
Last edited by Astasia; Sep 1, 2022 @ 5:44pm
PlayerZeroFour Sep 1, 2022 @ 6:10pm 
Originally posted by Astasia:
Originally posted by PlayerZeroFour:
There isn't typically any wood on icesheets, and I've found geothermal vents to be somewhat lackluster in their heating capabilities. Also, usually (in my experience) building a shack around a vent usually takes to long and results in pawn death.

I've done an ice sheet tribal start since ideology released. The starting amount of wood in addition to one geothermal vent was enough to keep my nutrifungus warm until I researched electricity. Campfires only consumes 10 wood per day, you start with 500.

You also have fibrecorn as Jigain mentioned, so if you aren't planning to rush electricity you can just grow a lot of fibrecorn, your first harvest will be ready long before you run out of starting wood and you get enough return to become self sufficient.

Other options include trade caravans often having several hundred wood for sale, and resource camps that spawn on the map nearby often have like a thousand wood if you deconstruct everything, more than you can carry without pack animals.

I don't know what you mean by colonists dying before building a shack. Tribalwear is a pretty good insulator. If you are talking about like a -100C map or something ridiculous, that's an entirely different thing, and I'm not that much of a mechanoid lover (since those are the only raids you get on maps like that after the first year).
I play exclusively on naked brutality with permadeath.
Filthy casual... /s
Tam Sep 2, 2022 @ 2:48am 
Originally posted by Astasia:
Originally posted by PlayerZeroFour:
There isn't typically any wood on icesheets, and I've found geothermal vents to be somewhat lackluster in their heating capabilities. Also, usually (in my experience) building a shack around a vent usually takes to long and results in pawn death.

I've done an ice sheet tribal start since ideology released. The starting amount of wood in addition to one geothermal vent was enough to keep my nutrifungus warm until I researched electricity. Campfires only consumes 10 wood per day, you start with 500.

You also have fibrecorn as Jigain mentioned, so if you aren't planning to rush electricity you can just grow a lot of fibrecorn, your first harvest will be ready long before you run out of starting wood and you get enough return to become self sufficient.

Other options include trade caravans often having several hundred wood for sale, and resource camps that spawn on the map nearby often have like a thousand wood if you deconstruct everything, more than you can carry without pack animals.

I don't know what you mean by colonists dying before building a shack. Tribalwear is a pretty good insulator. If you are talking about like a -100C map or something ridiculous, that's an entirely different thing, and I'm not that much of a mechanoid lover (since those are the only raids you get on maps like that after the first year).

Originally posted by CloudSeeker:
I believe randy has something to say to that. He do not care about such things.

Randy has no special event rules like that. He can not spawn a Toxic Fallout event in the first year either.
These people on reddit with "uh oh randy 15 day fallout" are liers ?
Last edited by Tam; Sep 2, 2022 @ 2:48am
Jigain Sep 2, 2022 @ 3:23am 
That or they have a modded game, they triggered the condition themselves via dev tools, or it's triggered via an accepted quest or scenario setting.

Toxic Fallout is specifically limited to not being allowed to be rolled randomly before day 60, and no vanilla storyteller changes that.
Astasia Sep 2, 2022 @ 3:39am 
Originally posted by Tamm:
These people on reddit with "uh oh randy 15 day fallout" are liers ?

In my experience most people on reddit are trying to meme for upvotes rather than posting honest or useful information.

<IncidentDef>
<defName>ToxicFallout</defName>
<label>toxic fallout</label>
<category>Misc</category>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<workerClass>IncidentWorker_MakeGameCondition</workerClass>
<gameCondition>ToxicFallout</gameCondition>
<letterLabel>Toxic fallout</letterLabel>
<letterDef>ThreatSmall</letterDef>
<baseChance>0.12</baseChance>
<earliestDay>60</earliestDay>
<minRefireDays>90</minRefireDays>
<disabledWhen>
<extremeWeatherIncidentsDisabled>true</extremeWeatherIncidentsDisabled>
</disabledWhen>
<durationDays>2.5~10.5</durationDays>
<tale>ToxicFallout</tale>
</IncidentDef>
Tam Sep 2, 2022 @ 6:51am 
Originally posted by Jigain:
That or they have a modded game, they triggered the condition themselves via dev tools, or it's triggered via an accepted quest or scenario setting.

Toxic Fallout is specifically limited to not being allowed to be rolled randomly before day 60, and no vanilla storyteller changes that.
Due to op fungi boy has been introduced they can lift that nono 60 days fallout rule.
Caught myself not even bothering with pemmican as i did before because "whatever ill grow fungi" in case it hits.
Last edited by Tam; Sep 2, 2022 @ 6:52am
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Date Posted: Aug 30, 2022 @ 11:20am
Posts: 26